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Wild Hunt Hound

Wild hunt hounds are intelligent hunters and expert trackers that take the lead against elusive prey. Left to their own devices, they seek out creatures that are notoriously difficult to track. They are always surrounded with green mist composed of fragments of the spirits of the wild hunt's victims, a mystic fog that forms itself into a spectral pack to fight at its side.

Recall Knowledge - Fey (Nature): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Wild Hunt HoundCreature 15

Legacy Content

Rare CN Medium Fey Wild Hunt 
Source Kingmaker Adventure Path pg. 616
Perception +31; greater darkvision, greensight, scent
Languages Common, Sylvan; speak with animals, speak with plants
Skills Acrobatics +26, Athletics +31, Stealth +28, Survival +29 (+31 when Tracking)
Str +7, Dex +4, Con +5, Int +1, Wis +5, Cha +4
Greensight The wild hunt hound ignores the concealed condition from leaves and other foliage.
Planar Acclimation The wild hunt hound treats the plane it is located on as its home plane.
Wild Hunt Link (aura, divination, magical) 500 feet. A wild hunt hound grants all other members of the wild hunt in the aura except wild hunt hounds the effects of its constant see invisibility innate spell.
AC 38; Fort +29, Ref +26, Will +27
HP 320; Weaknesses cold iron 15
Instinctive Cooperation The wild hunt hound automatically achieves a critical success on saving throws against effects created by other allied wild hunt creatures.Wild Gaze (aura, enchantment, fear, incapacitation, mental, primal, visual) 30 feet. Those who meet the gaze of a wild hunt hound come face-to-face with the hunt's fearful power and find it difficult to act in the face of such a legendary legacy. When a creature ends its turn in the aura, it must succeed at a DC 33 Will save to resist becoming slowed 1 (slowed 2 on a critical failure). The wild hunt hound can deactivate or activate this aura by using a single action, which has the concentrate trait.
Speed 50 feet
Melee [one-action] jaws +31 [+27/+23] (agile), Damage 3d10+2+11 piercing plus KnockdownPrimal Innate Spells DC 36 (+4 dmg); 7th dispel magic; 6th stone tell; 5th locate (×3); Cantrips (7th) detect magic, know direction, mage hand; Constant (7th) see invisibility, speak with animals, speak with plants
Focus Gaze [one-action] (concentrate, enchantment, fear, incapacitation, mental, primal, visual) The wild hunt hound fixes its glare at a creature it can see within 30 feet. The target must immediately attempt a Will save against the wild hunt hound's wild gaze. If the creature was already slowed by the wild gaze before attempting its save, a failed save causes it to be paralyzed for 1 round. After attempting its save, the creature is temporarily immune to Focus Gaze from any wild hunt until the start of the wild hunt hound's next turn.Summon Pack [two-actions] (aura, conjuration, primal) Frequency once per day; Effect With a howl, the wild hunt hound summons a fog that manifests into several misty hounds. These foggy hounds shift and race and howl in a 20-foot aura as long as the wild hunt hound Sustains the effect. While the hounds seem to be made of fog, their teeth are very real, and any creature that ends its turn in this aura takes 6d6 piercing damage from numerous bites (DC 33 basic Reflex save).

All Monsters in "Wild Hunt"

NameLevel
Wild Hunt Archer16
Wild Hunt Horse15
Wild Hunt Hound14
Wild Hunt Monarch20
Wild Hunt Scout18

Wild Hunt

Source Kingmaker Adventure Path pg. 616
Although some believe the wild hunt is nothing more than legend, the riders of the wild hunt are real. Countless members of these fey compose the wild hunt—the term “wild hunt” refers to the family of creatures as a whole as well as to individual groups of these fey who gather to pursue their quarry. Wild hunt monarchs set the terms of each specific hunt, depending upon the prey and their own whims. The easier the prey, the more likely a monarch is to impose rules to make the hunt more entertaining, such as forbidding anyone but their hounds from injuring the quarry, or holding back their forces to give the target creature time to rest and recover.

While most missions come from rumors gathered by a wild hunt monarch, monarchs occasionally consider proposals from the few who are brave and knowledgeable enough to seek them out. They accept tasks only from sources they deem worthy, and the payments they demand for their services vary significantly, though they have no interest in material wealth. Wild hunt monarchs take grave offense at unfavorable deals. Those who attempt to cheat a monarch often become the enraged fey's next target.

Sidebar - Additional Lore Erastil

Those who lack understanding or religious backgrounds sometimes mistake representations of the wild hunt as depictions of the god Erastil, but Erastil and his church have long fought against the capricious, often destructive effects the wild hunt can have on rural societies. Some believe that Erastil was the first Horned Lord in an ancient time, and that his heart and conscience caused him to step away from the role, leaving behind a son to take up that position; these beliefs are regarded as blasphemy by the church itself. Certainly, those who claim to worship Erastil in this light do not count any actual clerics among their number.

Sidebar - Related Creatures Other Wild Hunts

The agents of the wild hunt presented here represent typical wild hunts, but rumors persist of other, much rarer fey of the wild hunt. Stories of shapeshifting wild hunt infiltrators, wild hunt trappers capable of transforming the terrain into hazards, and wild hunt warlords who stand taller than any other member of the wild hunt persist on certain remote worlds.

Sidebar - Related Creatures Serving The Eldest

Some wild hunt bands serve specific members among the Eldest. These variant wild hunts always have the same abilities and statistics as those presented on these pages, but often bear minor physical changes to set them apart. For example, wild hunts that serve the Lantern King have eyes that shine with fiery light, as if a flickering lantern flame burned deep within their skulls.

Sidebar - Advice and Rules Surviving The Hunt

When one is marked by the wild hunt, there is often little that can be done to avoid their attention. Some stories give examples of fraught chases in which a hunted prey escapes the wild hunt through evasion and luck. The best way to simulate such an encounter is to use the chase rules. If you do so, it should be a long chase with DCs appropriately high to challenge PCs of 15th or higher level—the wild hunt is not intended to be a challenge that lower level PCs can hope to survive against, after all!

Sidebar - Additional Lore The Horned King

All fey of the wild hunt ultimately serve a legendary leader they refer to only as the Horned King. The Horned King's true nature is unknown, but its ability to command such powerful followers suggests that it is a fey on par with one of the Eldest (who themselves deny knowledge of such a creature's existence). The Horned King does not grant spells to clerics. When the Horned King calls, several wild hunts join into a legion and ride together against legendary opponents. This call is rare, however, and wild hunts are normally left to direct themselves or to serve other entities, such as the Lantern King.